Kay Guys. Update: Sorry I haven't kept up with this post to make front page updates. ( been busy renovating my house)
That hasn't slown down many of you from submitting stuff.
I'm here to inform everybody that Generations has been cracked wider than Humpty Dumpty and custom levels are an ongoing event!

(wish I could get you guys to PM me links to important recourses, tools and other miscellaneous things related to the topic.
so that I can post them here on the front page for easy grabs)

-----------------------------------old news------------------------------------------
I'll start by sharing All of the Ripped Texture graphics recourses from the demo.
(If its in the game than it will be found in these packs.
Title screen, backgrounds, character skins, fonts, loading screen and level textures among other very rare finds.
( like new never before seen screen shots)

DaGuAr from sonicreikai.com Assisted in setting me up with the ripping strategies.
all credit goes to him for that.
I just ripped and Batch converted them in photoshop.

Lets see what everyone will bring to the thread,
Any Recourses are welcome.

3) Use the model importer maxscript (like "Model Importer-Updated 6-07-2012.ms") to import the .model file into 3ds max
4) Once you have the 3d model opened in 3ds Max, import the .kf file in 3ds max with the niftools plugin (you may have to import the animation a few times to get it to work perfectly.)
(Animation tools explanation credit to DaGuar)[/i][/i][/i][/i][/i][/i]

I think one thing the game might consider when loading the debug is the "DemoKind" string. The plan is to set the DemoKind string in ApplicationSetting to Production, and possibly DebugSequence to 1 (might be unnecessary since we don't know what it does). DemoDistribution should be commented out. Basically, make ApplicationSetting.lua look like ApplicationSettingDebug.

I remember when messing around with Shadow and NiGHTS JoD, those games do take what the build string is into consideration. Because this is a prerelease, there should be a possibility of getting the debug to work. But of course, since it's a "release" build, maybe they left the files needed out. But it's worth a try. The only problem right now is packing things up so the game can read them. This is apparently a problem for the 360 version, but might not be a problem for the PS3 version. But I doubt it, because the keys that have been released for the PS3 probably won't help with this since this is more recent.

<!--quoteo(post=598642:date=Jun 23 2011, 07:59 PM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Jun 23 2011, 07:59 PM) <a href="index.php?act=findpost&pid=598642"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->So do we have a method of extracting and injecting to CPK files yet? I have some devious ideas I'd like to perform on my files.<!--QuoteEnd--></div><!--QuoteEEnd-->

The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.

The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Mind if I pester you for the QuickBMS script? Jim and I ran into the same issue earlier. Glad there's a fix for it. I assume the CRI tools can still repack bb.cpk correct?

The CRI Packed File Maker can extract and pack CPK files, and there are probably some tools for quickbms that'll work too. I tried CRI's tools on bb.cpk but even though it would list the contents of everything it wouldn't let me extract anything, so I had to use quickbms plus a cpk script. The music/sound cpks open and extract fine with CRI's tools though.

I remember getting Saz to use .ar files I packed with edited lua/xml files for Unleashed about a year ago and those worked out okay for him. I forget if he was using a dev 360 or not. I remember repacking the CPK file for Sonic 4 and that was okay, so maybe it could work.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Mind if I pester you for the QuickBMS script? Jim and I ran into the same issue earlier. Glad there's a fix for it. I assume the CRI tools can still repack bb.cpk correct?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Sure, you can use this script <a href="http://aluigi.altervista.org/papers/bms/cpk.bms" target="_blank">with</a> QuickBMS to extract basically any CPK file.

You can pack a directory into a CPK file with CRI's tools. In this case, you need to pack the entire contents of bb.cpk again to create a new one. If you need to look inside the .ar files, you can find the tools needed to pack and unpack them <a href="http://l0nk.org/unleashed-tools/" target="_blank">here</a>.

Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.

<!--quoteo(post=598681:date=Jun 23 2011, 09:20 PM:name=Tanks)--><div class='quotetop'>QUOTE (Tanks @ Jun 23 2011, 09:20 PM) <a href="index.php?act=findpost&pid=598681"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.<!--QuoteEnd--></div><!--QuoteEEnd-->

Maybe I could try, can you somehow find a way to get the .pkg for the demo my way? From the sound of it, maybe bb.cpk is encrypted?

<!--quoteo(post=598683:date=Jun 23 2011, 05:23 PM:name=evilhamwizard)--><div class='quotetop'>QUOTE (evilhamwizard @ Jun 23 2011, 05:23 PM) <a href="index.php?act=findpost&pid=598683"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=598681:date=Jun 23 2011, 09:20 PM:name=Tanks)--><div class='quotetop'>QUOTE (Tanks @ Jun 23 2011, 09:20 PM) <a href="index.php?act=findpost&pid=598681"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Thanks for the artools. That QuickBMS script does not seem to want to work with the PSN version's bb.cpk. I dunno what we're going to do about that. The biggest thing about getting this to work though is that Jim has a modded PS3 and can get debug mode going if we can get bb.cpk to unpack/repack.<!--QuoteEnd--></div><!--QuoteEEnd-->

Maybe I could try, can you somehow find a way to get the .pkg for the demo my way? From the sound of it, maybe bb.cpk is encrypted?
<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://ares.dl.playstation.net/cdn/HP0177/NPHB00369_00/tKrcaYWJBNvudrxrXTmQqXsSwvJhvjNAALsNJbheSVRYKGKhenTrLUMeZFVaNheCGvSwRjeyVQalLlHBzjEzAwBafzQXSKXJJfclC.pkg?product=0084&country=hk" target="_blank">Here's the PKG (Don't bitch about piracy guys, it's a damn demo...)</a> Thing is, I don't think it's encrypted. We've managed to get a partial extract, but I'm certain there's more to it. Then again, I'm basing this off of what I saw through the tools. I haven't seen the 360 extract to go off of so I wouldn't know.

EDIT: Just got my hands on the 360 version. I can confirm that the PSN bb.cpk is larger so there has to be something different preventing it from extracting.

A Bigger Texture pack has been uploaded on the first page,
I think we may have all the textures extracted from the game at this point in time.

(unless there are some in places like the Stage.pfd and Stage-Add.pfd files which I managed to get open.
there is a junk load of .ar files inside that I could not extract anything from.
anyone know what these are for?